I believe you can still use skill respec scrolls in trials no problem. I haven't tested it since who tf even keeps respec scrolls considering how easy it is to respec nowadays, but if someone has a spare respec scroll, do try to use it next time you do a trial.
Ok. But why can't we select any skill morph whenever we want?
Ok. But why can't we select any skill morph whenever we want?
Because picking a morph is a choice you make. That's one part of the gane. It's not "alwas use the best one". If you could swap morphs everywhere and instantly, the entire feature would be pointless. ZOS could just combine the effects of both morphs and call it a game.
Ok. But why can't we select any skill morph whenever we want?
Because picking a morph is a choice you make. That's one part of the gane. It's not "alwas use the best one". If you could swap morphs everywhere and instantly, the entire feature would be pointless. ZOS could just combine the effects of both morphs and call it a game.
Stafford197 wrote: »The OP brings up a fantastic point.
This is a massive fundamental issue with ESO combat balance which is not often talked about. In a truly organized group, everything will of course be optimized. However, in a PUG group or really any group that is not perfectly optimized, there is an enormous amount of overlap in stats and buffs which ruins much of the group’s damage potential.
The most important part of dealing damage is to cut through enemy resistances. This is done through resistance debuffs, but also through the Penetration stat of which DPS characters may have either a small or large amount. How much resistances do enemies have and why isn’t it explicitly stated in game? How are DPS supposed to know exactly how much Penetration they need to bring to the group? It’s so easy to underpin or overpen and therefore throw away tons of damage.
This issue also occurs with buffs, particularly the stronger ones. For example, if you wear a set that provides Minor Courage, your entire set can now be made useless if the group just so happens to have an Arcanist. Or as a DK, is casting Igneous Weapons a waste or not? What about sets which provide Major Berserk - why does this have to make it incompatible with a Sorc Atro Ult?
We can’t put on an Item Set, or cast an ability, or build for Penetration, without potentially having a large portion of the power completely deleted in a group setting. Nearly all buffs have many sources which can overlap and resistances/penetration is impossible to get right without out of game knowledge and specific gear optimizations based on the group.
It’s a pretty deep issue with the game. At the end of the day, this just causes random groups to lose a huge amount of power. Even plenty of organized trial groups I’ve seen tend to make mistakes because they don’t fully understand how everything works.
The solution requires some serious Character Sheet Stat reworks and is not so simple to fix. I do wish this would all change though. It would be great if you could throw on gear, or cast a skill, and know with 100% certainty that you and your group will be made more effective for it.
Ok. But why can't we select any skill morph whenever we want?
Because picking a morph is a choice you make. That's one part of the game. It's not "always use the best one". If you could swap morphs everywhere and instantly, the entire feature would be pointless. ZOS could just combine the effects of both morphs and call it a game.
I don't have experience with all skill lines, but my observation is that most morphs define the fundamental difference between a 'magicka' build and a 'stamina' build. It may be more complex than that.
Stafford197 wrote: »The OP brings up a fantastic point.
This is a massive fundamental issue with ESO combat balance which is not often talked about. In a truly organized group, everything will of course be optimized. However, in a PUG group or really any group that is not perfectly optimized, there is an enormous amount of overlap in stats and buffs which ruins much of the group’s damage potential.
The most important part of dealing damage is to cut through enemy resistances. This is done through resistance debuffs, but also through the Penetration stat of which DPS characters may have either a small or large amount. How much resistances do enemies have and why isn’t it explicitly stated in game? How are DPS supposed to know exactly how much Penetration they need to bring to the group? It’s so easy to underpin or overpen and therefore throw away tons of damage.
This issue also occurs with buffs, particularly the stronger ones. For example, if you wear a set that provides Minor Courage, your entire set can now be made useless if the group just so happens to have an Arcanist. Or as a DK, is casting Igneous Weapons a waste or not? What about sets which provide Major Berserk - why does this have to make it incompatible with a Sorc Atro Ult?
We can’t put on an Item Set, or cast an ability, or build for Penetration, without potentially having a large portion of the power completely deleted in a group setting. Nearly all buffs have many sources which can overlap and resistances/penetration is impossible to get right without out of game knowledge and specific gear optimizations based on the group.
It’s a pretty deep issue with the game. At the end of the day, this just causes random groups to lose a huge amount of power. Even plenty of organized trial groups I’ve seen tend to make mistakes because they don’t fully understand how everything works.
The solution requires some serious Character Sheet Stat reworks and is not so simple to fix. I do wish this would all change though. It would be great if you could throw on gear, or cast a skill, and know with 100% certainty that you and your group will be made more effective for it.
I'm not being dismissive of what you write here. There's a lot of important points.
I think that the massive issue is actually about predictability. Too many players create a build and expect everything to go 'their way' as a result.
The whole point of a random group, is for you to learn and understand that you can never know what each new random team will bring. It's random, so that you'll get a different experience each time. No, it isn't always a good experience. You're supposed to learn from where it goes wrong.
If you want a precision grouping, that requires investment in social networking inside the game with other players.
That has always been the real purpose of guilds. This where you can build predictability, if that's what you need.
This, now on PC we have stuff like dressing room who let you change gear and bars at an click.Stafford197 wrote: »The OP brings up a fantastic point.
This is a massive fundamental issue with ESO combat balance which is not often talked about. In a truly organized group, everything will of course be optimized. However, in a PUG group or really any group that is not perfectly optimized, there is an enormous amount of overlap in stats and buffs which ruins much of the group’s damage potential.
The most important part of dealing damage is to cut through enemy resistances. This is done through resistance debuffs, but also through the Penetration stat of which DPS characters may have either a small or large amount. How much resistances do enemies have and why isn’t it explicitly stated in game? How are DPS supposed to know exactly how much Penetration they need to bring to the group? It’s so easy to underpin or overpen and therefore throw away tons of damage.
This issue also occurs with buffs, particularly the stronger ones. For example, if you wear a set that provides Minor Courage, your entire set can now be made useless if the group just so happens to have an Arcanist. Or as a DK, is casting Igneous Weapons a waste or not? What about sets which provide Major Berserk - why does this have to make it incompatible with a Sorc Atro Ult?
We can’t put on an Item Set, or cast an ability, or build for Penetration, without potentially having a large portion of the power completely deleted in a group setting. Nearly all buffs have many sources which can overlap and resistances/penetration is impossible to get right without out of game knowledge and specific gear optimizations based on the group.
It’s a pretty deep issue with the game. At the end of the day, this just causes random groups to lose a huge amount of power. Even plenty of organized trial groups I’ve seen tend to make mistakes because they don’t fully understand how everything works.
The solution requires some serious Character Sheet Stat reworks and is not so simple to fix. I do wish this would all change though. It would be great if you could throw on gear, or cast a skill, and know with 100% certainty that you and your group will be made more effective for it.